GGXRD-R2/Faust

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Overview

Overview

Although Faust's appearance is bizarre, he's a fundamentals based spacing character that uses long ranged normals and random items to keep his opponent at bay. Faust also has a command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly oki(post knockdown) game. Faust has both straight-forward combos and game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.

Faust is also a character who needs contributors to complete writing the summary about him.
Playstyle
Faust is a spacing character that uses long ranged normals and random items to keep his opponent at bay.
Pros Cons
  • Spicy Zoning: Faust's scalpel normals (like f.S, 5H and especially j.H) control space on the ground with ease. Against airborne opponents, Faust has 5K and 6P to swat opponents out of the sky. Approaching him at all can be difficult.
  • Items: Item TossGGXRD Faust WhatCouldThisBe.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 23 [35]
    Advantage:
    -
    throws out a randomized item from Faust's arsenal, all of which give him good options for controlling the screen. Many of Faust's items are excellent and benefit him greatly.
  • Mix-Ups: With an instant overheadGGXRD Faust j.2K.pngGuard:
    All
    Startup:
    12
    Recovery:
    4 After Landing
    Advantage:
    -
    , proximity unblockableGGXRD Faust HackNSlash.pngGuard:
    Unblockable: 175000, All*7
    Startup:
    5
    Recovery:
    12
    Advantage:
    -
    , and a multi-hit jump cancellable lowGGXRD Faust 2K.pngGuard:
    Low
    Startup:
    7
    Recovery:
    5
    Advantage:
    +1
    , Faust bathes in excellent mixup tools.
  • Surprisingly Good Pressure: For a zoner, Faust has great pressure since most of his moves are jump-cancellable. Huge blockstun on j.2K and corner control using anti-airs and items make him rather fearsome once he's gotten a knockdown.
  • Excellent Defense: Faust can go over numerous attacks given a 4 to 6 frame window thanks to a defensive jump > j.2K and a good rising hurtbox. Furthermore, he has an invulnerable 5D that can be YRC'ed.
  • Low Profile: Weird hurtbox and can crawl to low profile many moves.
  • Long Body: Large hurtbox while getting hit makes him subject to many strong combos, even with his average defensive stats.
  • Slow and Thin Normals: His fastest normal has 6 frames of start up, which is 1 frame more than the average character, and many attacks have lengthy recovery. Their narrow hitboxes also make them easy to low-profile.
  • Airdash: Faust's slow airdash makes it hard to escape the corner or deal with enemy zoning.
  • Lengthy Wakeup: Long wake up time means keeping the pressure on Faust can be quite easy.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 6 4 6 +2

1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do.

  • Can be 6P'd or low profiled by some characters, such as Sol.
  • Jump cancellable

Goes into c.S, f.S and 2S on normal hit. Will CH into 2H, and counter/croucher hits into 2D.

Gatling Options: c.S, f.S, 2S, 2H, 6H, 2D, 5D

Level Proration RISC+ RISC-
1 6 7

5K

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 8 11 -5

An amazing jump-checker and anti-air that can catch IADs or space against taller characters. Because it has several active frames and recovers quickly, it is a great move to keep on hand in neutral, but opponents can usually run under it pretty easily. Converting off of 5K can greatly increase your damage output, as it can be combo'd into a Pogo ender.

  • Jump cancellable
  • Knockback/wall-stick on counter hit

Combos into all of its gatlings except 5D on normal grounded hit, and can be jump cancelled for quick conversions off anti-air hits.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 2D, 5D

Level Proration RISC+ RISC-
2 10 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 8 6 6 +2

Usually a segue in gatlings and combos, as it goes into knockdowns or pogo easily. Can be useful to end pressure on because it's +2 on block, but can be strange to use raw because its input coincides with the much lengthier f.S.

  • Jump cancellable

Combos into every gatling except 5D, although there is no real reason to go into 2H over 5H in combos.

Gatling Options: 5P, f.S, 2S, 5H, 2H, 2D, 5D

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 11 4 18 -8

Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6P it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throw is a great way to get Faust's game started.

  • f.S RRC into 41236K gives you a VERY long ranged combo starter.
  • Can be YRC'd during its startup if you need to abort mission

While it technically combos into 5H, most of the time the pushback on hit or sheer range difference will cause it to whiff.

Gatling Options: 5H, 5D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 9 2,2,2 17 -2

Usually just used in combos, it can be an okay midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.

  • Hits 3 times total, which can be situationally useful.

Combos into 2D at almost every range, but will also go straight to Pogo at every range, which is more useful pretty much every time.

Gatling Options: 2D, 5D

Level Proration RISC+ RISC-
3 14 6

5D

Version Damage Guard Startup Active Recovery On-Block Invuln
5D 25 High 26 2 15 -3 1~11F Strike
24~29F Reflect
40~42F Strike
5D Reflect 10 [20] All 1

The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. A frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. New to Xrd, Faust can also bat items he throws out at various angles.

You can bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. However, since the startup on 5D is so long, it's difficult to time this properly or use it effectively. Also, in the case of multi-hitting projectiles, you can only bat the first one and you'll get hit by the rest. Whether that trade and reset is to your advantage is very situational. Values in [ ] are when you reflect on first 2 possible reflect frames.

  • Cannot be cancelled except on hit into homing dash/jump.
  • You can YRC it early if all you need is ~11f of strike invuln.
Version Level Proration RISC+ RISC-
5D 2 Initial: 80% 10 20
5D Reflect 0 [2] 3 8 [7]

5D:

  • On successful reflect, immediately creates a Reflect Projectile

5D Reflect:

  • Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 7 3 23 -12 1~6 Above Knees

Another of many good anti-airs. Blessed with above-knees invuln, but be wary, as it ends 1 frame before the move goes active. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).

  • Usually trades advantageously. Can follow up with 5K.
  • Has no gatlings and is super minus, so use with care.
Level Proration RISC+ RISC-
2 10 7

6H

Damage Guard Startup Active Recovery On-Block Invuln
70 High 25 9 45 -35

Deceptive overhead with an odd starting animation that catches many off guard.

6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel j.K. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into 236S and if you get a counter hit, 41236K.

Level Proration RISC+ RISC-
4 Initial: 90% 28 6

2P

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 7 2 7 +1

A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.

Can ONLY combo into 2S, even on counter-hit. Not a bad thing as you can get Pogo from that, or just frametrap your way into your other gatlings.

Gatling Options: 2S, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
12×3 Low 7 3,3,6 5 +1

2K has 3 parts that all hit low. It's your best move to use meaty, can be used on occasion as an anti-air, and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke. Great for frame traps.

  • All hits can be jump cancelled.
  • Gatling to f.S won't come out if you're too close to the opponent

Combos into f.S or 5H off any raw hit (though you can't be in range to hit with the first and do f.S). Will ONLY combo to 2D on counter-hit, and only if it was the third hit. Links into 2P for combo after the third hit.

Gatling Options: f.S, 5H, 5D, 2D

Level Proration RISC+ RISC-
1 Initial: 80% 6 7

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 9 9 12 -7

An OK anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.

  • Jump cancellable

On the ground you can always confirm 5H or 2H to get into pogo. Also confirms 2D naturally.

Gatling Options: 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 14 2 25 -8

Now that 2H hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into 236S, and if you get a counter hit, 41236K. Gatlings and combos into 6P, for basically no reason.

Gatling Options: 6P, 5D

Level Proration RISC+ RISC-
4 20 6

2D

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 13 3 23 -12

As with all other 2Ds it'll knockdown, so it's a good way to start oki. Slightly shorter than 2H so it's a bit less useful as your extended low, but it'll combo after 5P on crouching opponents which is good at certain ranges.

If 2D hits, then cancelling into item, normal jumping forward, and doing a deep j.K or j.S is a safe jump.

  • Jump and special cancellable
  • No gatlings
Level Proration RISC+ RISC-
2 10 7

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High / Air 7 6 6

Mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.

Combos into j.K or j.H on hit, but it's generally best to use j.K as you can use it to start combos or make someone block forever.

Gatling Options: j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High / Air 7 5 18

A great jump in, and the button to use after a instant air drill cancel for an overhead (see general strategy).

  • Faust's only jump cancellable air normal, important for adding hits to air combos

While it can combo into any of its gatlings, you must be above the opponent to hit j.D, which may require a jump cancel. Combos into itself on jc.

Gatling Options: j.P, j.S, j.D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

j.2K

Damage Guard Startup Active Recovery On-Block Invuln
35 All 12 Until Landing 4 After Landing

This move will send Faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K.

Level Proration RISC+ RISC-
4 Initial: 90% 20 6

j.S

Damage Guard Startup Active Recovery On-Block Invuln
32 High / Air 14 3 20

j.S is usually combo filler for j.H, but it can also be used as a pre-emptive poke after a drill cancel. Its disjointed and downward hitbox can also make it an alternative jump-in option when j.K's hurtbox or j.D's landing recovery may cause problems. Combos into both of its gatlings, though the gatling to j.P is pretty much useless.

Gatling Options: j.P, j.H

Level Proration RISC+ RISC-
2 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
50 High / Air 9 8 12

An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.

  • No way to cancel it. Your combo ender in the air.
Level Proration RISC+ RISC-
3 14 6

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High / Air 13 11 21 + 4 Landing Recovery

j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way (236H) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.

Level Proration RISC+ RISC-
2 10 7

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Ground Throw: 78750 1 +51

It's like any other characters throw. Creates a good amount of distance and lets you toss items.

  • Combos into an OTG 2H in the corner or with a micro dash midscreen
  • Can be RRC'd for good damage.
Level Proration RISC+ RISC-
0,4 Forced: 65% NA 6, 0

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,55 Air Throw: 192500 1

Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6, 0

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 9 4 20 -10 1~16F Full
17~28F Throw

Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter. While its large vertical hitbox lets you deal with enemies jump cancelling or attacking from the air, it has the same blindspot at the knees and below. Try not to get predictable, lest you get low profiled and even potentially punished because of this.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz

Faust's defense answers without meter are a bit gimmicky, as things like jump into drill need a frame window he won't always possess. With that in mind, it's never a bad idea to keep 25 meter on hand to try to blitz the opponent away. Using a blitz or dead angle at the right time, early enough into a disadvantaged situation, is a small thing that can often propel you into the lead.

Additionally, because Faust's Gold IK is insanely fast, he is able to Blitz attacks and IK the opponent in some situations, but this is not an important foundational strategy.

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz: [Blitz]:

Taunt (Face FLASH!)

Taunt

Damage Guard Startup Active Recovery On-Block Invuln
0 Mid 55 92 56

Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.

  • One of Faust's two taunts
  • MUST be faultless defensed
Level Proration RISC+ RISC-
0 3 8

Special Moves

Rerere Thrust

41236K

Version Damage Guard Startup Active Recovery On-Block Invuln
41236K 20 Mid 21 12 18 -11
41236K > 4 +7
Pull > 236P 40 Mid 7 12 12
Pull > 236P > 236P Total 32 1~32F Strike
Pull > 236P > 236P > 236P 80 Mid 43 8 18 1~40F Strike

Scalpel Pull is great to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Despite being negative, it's unpunishable on block. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also after "Pull Back" you can link a normal for an alternative combo, which can be useful if they hit something on the way over.

Be careful throwing it often, because it has a lengthy recovery on whiff, and can be easily low-profiled or stuffed at full range easily by some characters.

Version Level Proration RISC+ RISC-
41236K 4 20 15
41236K > 4
Pull > 236P 4 NA 6
Pull > 236P > 236P
Pull > 236P > 236P > 236P 4 NA 6

41236K: 41236K > 4: Pull > 236P: Pull > 236P > 236P: Pull > 236P > 236P > 236P:

  • Stun: 160

Hack n' Slash

214H

Damage Guard Startup Active Recovery On-Block Invuln
16×8 Unblockable: 175000, All*7 5 48 12

HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting, the move checks if your opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise you'll get the whiff animation. Once it's activated, it can catch them even if they try to jump away, but only the first hit is unblockable. Can be followed up with a combo in the corner.

Although it only activates in the same situation as a throw, it's still an attack. This means:

  • It's burstable and can be blitzed
  • You do not need to FD Break while dashing to activate it
  • Neither Faust nor the opponent are immune to damage from on-screen effects, you can get hit out of the attack within the first couple of frames from lingering things like Dizzy's scythe or even your own bomb.
    • This also means you can use it to combo into things Faust is immune to, like Meteors or chibis. The damage will be scaled though.
Level Proration RISC+ RISC-
2 NA 7
  • On whiff, total animation 40F

Going My Way

j.236H

Damage Guard Startup Active Recovery On-Block Invuln
18×4 All 11 28 8 After Landing

Used primarily to cancel into after jump-ins or j.2K for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.

Level Proration RISC+ RISC-
4 20 8
  • Landing recovery becomes 0F if all hits touch opponent

From the Front/Behind/Above

214P/K/S

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 44 All 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
214K 44 All 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
214S 38 High 52 Until Landing 32 -26 21~42F Strike
43~47F Full

All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.

  • Above version can be used to combo right after a character gets knocked up by a Jump Pad.
  • Above version gives ground bounce on normal hit, allowing faust to convert on hit into an air combo.
Version Level Proration RISC+ RISC-
214P 2 Initial: 80% 10 7
214K 2 10 7
214S 2 10 7

214P:

  • Item startup at 13F [25F]
  • Values in [ ] are for Charged version

214K: 214S:

  • Startup to hit standing Sol is 64F
  • Switches to Bounce Recovery Animation on hit or block
  • Bounce Recovery Animation: Until landing+6
  • Frame advantage is against Sol

Spear Point Centripetal Dance

236S

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 17 4 7 +3

236S is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance. Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.

  • 236S will combo after 5H, 2H, and 6H
  • If you release at the fastest possible time, this move is -21 on block.
Level Proration RISC+ RISC-
2 10 10
  • 25F onwards can cancel into followup attacks

Pogo Movement

Various commands on Pogo

Version Damage Guard Startup Active Recovery On-Block Invuln
Pogo 66 40 Mid 4 3 16 -5
Pogo 44 24 Mid 4 3 16 -5
Pogo 9 Total 16
Pogo 8 20×n All 16 68 25
Pogo 2 Total 24 -18

Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.


Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.


Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.


Doctor Copter is a rare combo tool, but horribly unsafe at neutral. holding up lets you fly higher and will give your opponent more time to punish.


Cancel is the safest and most reliable move on pogo. You have more options on the ground, but if you are on the pogo in neutral without items, you are probably about to be punished regardless.

Version Level Proration RISC+ RISC-
Pogo 66 2 10 7
Pogo 44 2 10 7
Pogo 9
Pogo 8 2 10 7
Pogo 2

Pogo 66: Pogo 44: Pogo 9: Pogo 8:

  • Up input active frames: 84F

Pogo 2:

  • Frame Advantage is fastest Spear Point Centripetal Dance &gt
  • Cancel

Pogo Attacks

Various commands on Pogo

Version Damage Guard Startup Active Recovery On-Block Invuln
Pogo P 32 High 10 3 8 +3
Pogo K 36 Mid 7 6 23 1~6F Strike
Pogo [K] 52 Mid 24 10 23 24~28F All
Pogo S 36 Low 16 2 7 +5
Pogo [S] 48 Low 32 10 7 +2
Pogo H 14×4 All 13 28 23+3 After Landing -23
Pogo D 9 Total 17

Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.


If timed well, Growing Flower(K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.


I'm a Flower(S) is no longer the staple in corner combos it was in AC, but it still sees rare use. The low in the h/l mixup Faust has on pogo. When YRCed is counted as mid hitting projectile instead of a low.


Going My Way(H) is what you'll usually be pressing for combos. It can catch them when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.


What Could This Be?(D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.

Version Level Proration RISC+ RISC-
Pogo P 2 10 7
Pogo K 2 10 7
Pogo [K] 4 20 6
Pogo S 2 10 7
Pogo [S] 4 20 6
Pogo H 4 20 6
Pogo D

Pogo P: Pogo K:

  • Stun value 64

Pogo [K]:

  • Stun value 96

Pogo S:

  • On YRC, becomes a Projectile that can be blocked Mid

Pogo [S]:

  • On YRC, becomes a Projectile that can be blocked Mid

Pogo H: Pogo D:

Love

j.236P

Damage Guard Startup Active Recovery On-Block Invuln
1,40 All 21 Until Landing (15)3 Total 43

Love is Faust's one reliable projectile, and it covers a decent angle below you. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.

Be aware that the explosion produced by "Love" can also hurt yourself.

Level Proration RISC+ RISC-
1,2 2 7
  • Explodes on self also(Self-blow up damage 30)

What Could This Be?

236P

Damage Guard Startup Active Recovery On-Block Invuln
Total 23 [35]

Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.

Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.

Level Proration RISC+ RISC-

Items

General Item Notes:

  • Each item's recovery refers to when you are able to throw another.
  • Some items have Jackpot versions, which have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).

Script mining in October 2018 gave futher insight into the percentage chance each item has of being produced from a normal throw.
Although the exact percentage is not stated for each item, but the relationships between each item are accurate enough.
Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.

Food

Version Damage Guard Startup Active Recovery On-Block Invuln
Donut/Chocolate 16 Heal 50 194 pickup or expiry
Donut Box/Large Chocolate 48 Heal 50 194 pickup or expiry

Food. Useful for restoring just enough HP to keep going for another hit, which is never bad, but beware that it stays on screen for a long time and prevents items from being thrown. The enemy does not *need* to pick it up if they don't want to, though if they are low on HP they might be desperate enough to go after it as well.

General Food information:

  • Heals whoever picks up the food by walking over it.
  • If any food is on the ground you can't throw another item (without super). Don't get yourself killed trying to pick it up.
  • Sin gains 500 Calories should he pick up Faust's Food.

Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.

  • Golden chocolate bar also increases tension gain.
Version Level Proration RISC+ RISC-
Donut/Chocolate
Donut Box/Large Chocolate

Donut/Chocolate:

  • Both items are functionally identical

Donut Box/Large Chocolate:

  • Both items are functionally identical

Hammer

Version Damage Guard Startup Active Recovery On-Block Invuln
Hammer 44 All 13 41 contact or landing
Golden Hammer 44 All 13 41 contact or landing

Covers air space just above Faust's 6P range. Builds good stun.

Getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.


Jackpot version of normal hammer. Deals 50% more stun than normal hammer.

  • One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
Version Level Proration RISC+ RISC-
Hammer 4 20 6
Golden Hammer 4 20 6

Hammer:

  • Stun: 88

Golden Hammer:

  • Stun: 132
  • Hitstop 20F

Chibi Faust

Version Damage Guard Startup Active Recovery On-Block Invuln
Chibi Faust 25 All 45 contact or landing
Large Faust 25 All 45 contact or landing

Also known as Mini Faust. When either version of Chibi Faust touches the ground, you can throw another item to keep up pressure.

  • Chibi Faust will float towards the ground, and start marching forward when he lands.
  • Chibi Faust has a hitbox as soon as it starts floating
  • Can collide and trade with projectiles.
  • Because he's so small, it's many projectiles will whiff once he's on the ground.

Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause them to jump and potentially get caught by an anti-air.


Jackpot version of mini Faust. Also known as Mega Faust.

  • Same damage and behavior as Mini Faust, but much bigger.

The large hitbox means, for example, Ky's Stun Edge will trade with this, whereas it harmlessly passes over mini Faust. This can be a good and a bad thing, depending on how you play around it and seize the opportunities.

Version Level Proration RISC+ RISC-
Chibi Faust 2 10 7
Large Faust 2 10 7

Chibi Faust: Large Faust:

Bomb

Version Damage Guard Startup Active Recovery On-Block Invuln
Bomb 80 All 131 12 explosion
Fireworks 80 All 192 12 explosion
  • Bomb has no hitbox until it explodes
  • Can hurt both players.

Getting the bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing love or airdashing over their head for a crossup, and if they get hit you get to follow up with a combo. Not a bad item to get.


Jackpot version of normal bomb.

  • Instead of exploding on the ground, it flies into the air and detonates into fireworks.
  • Faust can low profile the explosion by forward crawling, or with the 3rd hit of 2K. Pressing any other button will get you hit.

Fireworks become active a full second after regular bomb, so you can't use the same setups or combos.

Version Level Proration RISC+ RISC-
Bomb 4 20 6
Fireworks 4 20 6

Bomb: Fireworks:

Meteors

Version Damage Guard Startup Active Recovery On-Block Invuln
Meteors 36×6 All 196~ 0 all meteors land
Gigantic Meteor 36×7 All 196~ 0 last hit after landing

After a short delay, meteors fall from the sky towards your opponent. Meteors will always fall toward the position on the screen (not stage) where your opponent was when you threw the item, though there is some random spread to the projectiles.

Your opponent will most likely try to move to the other side of the screen, or yourself, to avoid the meteors. Regardless if they do or don't, you have the floor to run a mix up.


Jackpot version of normal meteors.

  • Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.
  • If your opponent blocks it on the ground, it will completely obscure you and you can do any high/low mixup you like.
  • The correct response from your opponent to this is to block it in the air. If they do, be ready to catch them with an anti-air or air throw after the impact.
Version Level Proration RISC+ RISC-
Meteors 4 20 10
Gigantic Meteor 4 20 10

Meteors: Gigantic Meteor:

  • Hits standing Sol on 277F

Poison

Damage Guard Startup Active Recovery On-Block Invuln
10 All 85 50 landing

Creates a floating cloud that lingers and can halt approaches. Unlike in XX, as soon as Poison touches the ground you can throw a new item, even before it goes active. Fill the screen with junk.

  • Poison applies a damage over time effect on hit that ignores guts rating. The effect disappears if the enemy hits you with an attack, throw, or burst
  • Has good vertical reach, and it is great for tick throws because it has minimal blockstun.

If they do take the poison, it could be prudent to play the lame game until the timer runs out. Due to characters' Guts property, poison damage is much more effective on lower health percentages.

Level Proration RISC+ RISC-
1 6 7

100 Ton Weight

Version Damage Guard Startup Active Recovery On-Block Invuln
100 Ton Weight 44,0 All,Unblockable 13 43,1 landing

The weight is very similar to the hammer, but drops much quicker. So jump and see if you can't get an air-to-air. Also getting a weight after a 6P hit on an aerial opponent lets you continue a combo meterless.

  • When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage. You can avoid this by jumping, backdashing, or with the invuln on 5D's startup.

Jackpot version of 100 ton weight.

  • Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and does an air knockdown if it hits in the air.
  • The knockdown has a longer duration than 100 ton weight.
Version Level Proration RISC+ RISC-
100 Ton Weight 4 20 6

100 Ton Weight:

  • Stun: 88, 0

Drum Can

Version Damage Guard Startup Active Recovery On-Block Invuln
Drum Can barrel expires
Oil Combustion 80 All 11 20

When the drum can hits the ground, oil spills out in a medium sized puddle.

  • The oil reduces friction, meaning that it slows movement and causes players to slide slightly.
  • While Drum Can's barrel is on screen you can't throw another item out (without super), but during the fading animation you can toss again.
  • Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula, which can hit both players.

Some moves which can ignite oil:

   Axl:      Artemis Hunter, Sickle Storm
   Dizzy:    For searing cod..., For roasting chestnuts..., Imperial Ray
   Elphelt:  Berry Pine, Genoverse (When blocked or hit)
   Faust:    Love, Bomb, Meteors
   Jack-O':  j.D, Explode (minion or box), Calvados 
   Jam:      Gekirin (Lv 3 Only)
   Potemkin: Trishula
   Sol:      Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave
Version Level Proration RISC+ RISC-
Drum Can
Oil Combustion 4 20 6

Drum Can:

  • Oil startup 124F,Stays for 420F

Oil Combustion:

Jump Pad

Damage Guard Startup Active Recovery On-Block Invuln
0 Unblockable 87 196 expires

Also known as springboard. While you can't throw items until it's gone, you can throw items the moment it's triggered by the enemy.

  • The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated.
  • On hit it'll launch one high into the air in an untechable state.
  • If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.
  • The hit from Jump Pad can be blitzed.

If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.

Level Proration RISC+ RISC-
0 Initial: 70% -8/NA

Black Hole

Damage Guard Startup Active Recovery On-Block Invuln
68 180 landing

Black hole pulls Faust, the opponent, and any items on the field into it. The pull from the Black Hole reduces how high players can jump when within its range of influence. You can item toss again once the orb hits the ground.

While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.

Level Proration RISC+ RISC-
  • 68F onwards pulls in characters and items towards Black Hole

Helium Gas

Damage Guard Startup Active Recovery On-Block Invuln
112 425 landing

A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it. Thankfully, item lockout will only occur while it's in the air, so you don't have to pick it up to keep playing.

Level Proration RISC+ RISC-

Batting Items

236P > wait for reach > 5D

Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.

  • Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary.
    • The far point of the bat seems to give the highest velocity and an approximate 20° angle
    • the closer, the higher and slower the throw will be.
  • All items Faust creates can be thrown this way, except for Meteors and Big Meteor.
  • Batted items have the same hitboxes, damage, and recovery that they normally do.
  • You can't "force feed" someone by throwing them food this way. The food item will simply pass through the other character and won't be consumable until it reaches the ground.

Because of the item toss angle, most items can't be batted unless you do the charged version (236[P]).
Items you can bat either way are:

  • mini Fausts
  • mega fausts
  • Black Hole
  • Helium Gas
  • Oil Drum.

Batting items is more silly than useful, though it can take opponents off guard. Most of the time it won't be optimal. As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.

Overdrives

Stimulating Fists of Annihilation

236236S or 236236D

Damage Guard Startup Active Recovery On-Block Invuln
30,0,Refer to notes
[37,0,Refer to notes]
Low 11+1 80 66 -46 1~15F Full
16~17F Strike

Faust dives into the ground, swimming with his hand extended out as an ranged low. His only reversal besides 5D, though that can be YRC'd for better function. While this is much better than his XX super, you should probably be careful about using it because of how broadcast and predictable it is.

On hit, an angel and three reapers (black, green, and purple) are displayed then covered with four cups. Faust can switch these cups in specific patterns based on which button he presses, while the enemy must pick a cup to avoid taking damage. The goal is to make the opponent pick one of the reapers. On block, Faust is left insanely minus and will taunt awkwardly, at which point your opponent will gracefully kill you unless you RRC'd on block.

  • Damage changes based on which of the 3 Reapers or Angel is picked.
    • Damage Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], Angel: 10 to self (RISC Level 6)
  • If the Angel is picked, there is a small chance it will turn into Black Reaper anyway.
    • In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
  • Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
    • P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
    • As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
Level Proration RISC+ RISC-
4 -6/+20
  • Values in [ ] are for Burst version
  • Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100 [125],Reaper(Green):140 [175],Reaper(Purple):180 [225],Angel:Upon Self 10(RISC -6)
  • Stun: 0

W-W-What Could This Be?

236236P

Version Damage Guard Startup Active Recovery On-Block Invuln
236236P Total 46(Super Freeze 1) 1~6F Strike
236236236P Total 51(Super Freeze 1) 1~6F Strike

Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one. Normal version throws 4 items. 100% version throws 10 items!

  • The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.
  • Because of the risk of sabotaging yourself while tossing items, even if you are committed to using that gold tension bar on item toss super, it may be more prudent to simply do two delayed 4 item tosses. The extra 2 items are not worth risking cancelling it early because you threw something else.
Version Level Proration RISC+ RISC-
236236P
236236236P

236236P:

  • Item startup at 7,17,27,42

236236236P:

  • Item startup at 4,8,12,16,20,24,28,32,36,40

Instant Kill

This is...me?

During IK mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+8
[5+5]
6 31 -20 9~22F Full
[5~15F Full]

Give them the makeover of their dreams. But really, don't use this unless you have a way to combo into it, or they are stunned.

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 82F [5F+5F]

Navigation

Faust
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